package ui;

/* License
 * 
 * Copyright 1994-2004 Sun Microsystems, Inc. All Rights Reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  
 *  * Redistribution of source code must retain the above copyright notice,
 *      this list of conditions and the following disclaimer.
 * 
 *  * Redistribution in binary form must reproduce the above copyright notice,
 *      this list of conditions and the following disclaimer in the
 *      documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of Sun Microsystems, Inc. or the names of contributors
 * may be used to endorse or promote products derived from this software
 * without specific prior written permission.
 *  
 * This software is provided "AS IS," without a warranty of any kind. ALL
 * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING
 * ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE
 * OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN")
 * AND ITS LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE
 * AS A RESULT OF USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
 * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR ANY LOST
 * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL,
 * INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY
 * OF LIABILITY, ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
 * EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
 *  
 * You acknowledge that this software is not designed, licensed or intended
 * for use in the design, construction, operation or maintenance of any
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 */

import java.util.Vector;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
import system.MultiManager;
import ui.object.Croix;

public class SimpleGameCanvas
        extends GameCanvas
        implements Runnable {

    private volatile boolean mTrucking;
    private long mFrameDelay;
    private int mX,  mY;
    private int mState;
    private Croix myCroix;
   

    public SimpleGameCanvas() {
        super(true);
        



        myCroix = new Croix(true);
        MultiManager.addCroix(myCroix);
        
        myCroix.setMX(getWidth() / 2);
        myCroix.setMY(getHeight() / 2);

        mState = 0;
        mFrameDelay = 20;
    }

    public void start() {
        mTrucking = true;
        Thread t = new Thread(this);
        t.start();
    }

    public void stop() {
        mTrucking = false;
    }

    public void run() {
        Graphics g = getGraphics();

        while (mTrucking == true) {
            tick();
            input();
            render(g);
            try {
                Thread.sleep(mFrameDelay);
            } catch (InterruptedException ie) {
                stop();
            }
        }
    }

    private void tick() {
        mState = (mState + 1) % 20;
        System.out.println("mstate=" + mState);
    }

    private void input() {
        int keyStates = getKeyStates();
        if ((keyStates & LEFT_PRESSED) != 0) {
            mX = Math.max(0, mX - 1);
        }
        if ((keyStates & RIGHT_PRESSED) != 0) {
            mX = Math.min(getWidth(), mX + 1);
        }
        if ((keyStates & UP_PRESSED) != 0) {
            mY = Math.max(0, mY - 1);
        }
        if ((keyStates & DOWN_PRESSED) != 0) {
            mY = Math.min(getHeight(), mY + 1);
        }
    }

    private void render(Graphics g) {
        g.setColor(0xffffff);
        g.fillRect(0, 0, getWidth(), getHeight());
        System.out.println("RENDER START");
        myCroix.setMX(mX);
        myCroix.setMY(mY);
        
        for (int i = 0; i < MultiManager.getCroix().size(); i++) {

            Croix c = (Croix) MultiManager.getCroix().elementAt(i);
            System.out.println("RENDER in "+c);
            c.setMState(mState);
            c.draw(g);
        }
        
        System.out.println("RENDER STOP");

        flushGraphics();
    }
}
